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Messages - caesius

#1
Outdated / Re: [A17] Save Our Ship (v1.01)
October 04, 2017, 04:33:03 AM
one thing i dont like is that other marblous tiles cant be saved.

it would be nice to change mechanism like that saving every things inside of spaceship wall, even if it is not on the spaceship tile.
#2
Outdated / Re: [A17] Tobe's Realistic Farming 10/3/2017
October 02, 2017, 11:00:33 PM
i recommend you to use this pic for electro water pump

http://www.pearlwatersystems.com/Images/END%20SUCTION%20CENTRIFUGAL%20PUMP.jpg
#3
Releases / Re: [A17] TropiCKAPP Rainforest Mod
October 02, 2017, 10:52:18 PM
it looks greeeeeeeat!
so realistic!
#4
my colony is now stucked in nuclear fallout. can you tell me it's duration? it has been 2 year and 2 quad but no ending
#5
would you plz update the modpack team member list? i can see that there are some guys who cotributed this mod's translation and coding but not listed yet.
#6
Outdated / Re: [17] Enhanced Crafting
July 08, 2017, 05:52:33 AM
are you AlcoholV?? I was fan of your broadcast. i hope to see you in new broadcast platform.
#7
Outdated / Re: A15 - LewisDTC's Weapon Expansions
December 10, 2016, 07:45:39 AM
Quote from: LewisDTC on December 06, 2016, 07:31:56 PM
There will be more heavy weapons added over time: The Gauss Cannon was the first and I already have a heavy laser and pulse planned as well. I'm still teaching myself this as I go so whenever I have an idea for a specific kind of mechanic, I don't even know if it's possible before I try. Hopefully though, the laser and pulse tier heavy weapons should bring something unique to the table!




I'm currently doing some work on extending the range of melee weapons. It's not tested yet so I'm not uploading, but the two (much needed) spacer tiers I'm adding will be Vibro Weapons and Power Weapons.

Both Vibro and Power Weapons will be crafted at the new 'Advanced Machining Table', which will act as the workstation to craft top-tier weapons from both my firearms and melee mods. They will require specific recipes: you wont be able to just build these advanced weapons out of any old materials like lower tier weapons.

Since the textures flicker at an extremely fast rate in the actual game it is hard to show this well on the forums, but I threw together some .GIF's to demonstrate the artwork:


Vibro Weapons.


(Yes, I'm aware of how these look in a slow-moving .GIF. I'm also aware of the implications of the name. I find it entertaining.)

By incorporating advanced microcomponents into standard weapons, it is possible to craft weapons with blades which vibrate at intense speeds at your advanced machining table. This significantly increases their cutting power, and thus their efficiency in combat.


Power Weapons.


(I'm hoping to make a few unique variants in different colours as well.)

By inlaying layers of metal with imprinted nano-circuitry, it is possible to create extremely strong melee weapons which circulate a powerful store of energy at the advanced machining table.


oh my god....POWER WEAPON!!!!
#8
OH MY GOD....All hail Cthulhu !
#9
is there any way to get old github version? - git version 192c8f13f61104b9aec071a68a4a75fe23b5920a - balancing works
or way for saving old save file? i tried to modify my save file to make it can be loaded in latest version but 1 error keeps it from loading....

im using git version - db1b9d099736367660644d7426239d799191941e
and the error is
"Map compressor decompression error: No thingDef with short hash 8319. Adding as null to dictionary."
#10
the author of tiny table mod - J.Pinkman is now AlcoholV.

it would be good to change the author's name.
#11
Releases / Re: [A15] Power Logic - (v1.0) (05.12.2016)
December 05, 2016, 03:58:24 AM
Minecraft's Redstone system in rimworld version?
#12
Outdated / Re: [A15] Enhanced Crafting
December 05, 2016, 02:53:14 AM
its cool mod but many people who already have used Crafting Hysteresis think that "using this mod = cant use C.H's function".

it would be good to mention the fact explicitly that "this mod 'includes' the C.H's function fully".
people seems to be coufused and unnoticed about it easily unless author mention things concretly in main thread.
#13
Quote from: bowmore on December 04, 2016, 10:51:25 AM
Quote from: caesius on December 04, 2016, 10:46:41 AM
Quote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?

did you check fertility of soil?

It says fertility 100%

lettuce needs at least 140% fertility soil.
#14
Quote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?

did you check fertility of soil?
#15
Quote from: ScottS9999 on December 03, 2016, 09:21:29 AM
Quote from: caesius on December 03, 2016, 08:11:28 AM
use fishing industry - fishing. it is great source of food until you make a farm.
As far as I can tell, fishing sucks unless you have a high level fisherman.  Am I doing something wrong?

bro, it does not suck. believe me!
let 1 pawn practice it (huntman or chef, maybe?).
you will see he's fish skill rapidly grows. before get high level pawn, hunt animals, buy foods, gather wild berrys. with them, you can hold it.
(you should butcher/gut fish you get. raw fish sucks for making food)